January 2nd, 2007
Posted by pftq

Updating Fort Wars Power Rating

Updating the ladder (switching to xml links) and those provide information on who wins in FFAs and uneven teams.  Basically it’d be like the old ladder a bit. FFAs - everyone contributes a few points and the winner takes all.

Uneven teams is about the same only it’s shared among the team.

Example: 2v4

The four lose and give up 10 points each.
The two each get 20 points.

It seems to give alot of points however.

Tested this: all 1600, 4 players, FFA
Winner: ~79
Losers: ~26

Maybe if teams are uneven, points distributed are halfed or something.
To better give you guys an idea of what I’m talking about,

Here’s the new ladder running parallel with the current one.  

Good or bad? Vote here…

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December 27th, 2006
Posted by pftq

Castle Blood Released!!!

After almost ditching the project completely (been very busy lately), I’ve finally released the map for Age of Empires III.   The basic map itself was actually finished about a month ago - then everything to do with it just stopped.

Decided to release it before I forget about it again.   Think of it as a late Christmas gift I suppose.

Quick description:

This map is designed for Age of Empires 3 “The Warchiefs” v1.01. Castle Blood is a long requested map by a number of players in the Age of Empires III community. Castle Blood is a common map originally found in Age of Empires II. However, due to obvious differences in the two games, there are a number of changes between this Castle Blood and the old ones, especially as it is unclear as to which Castle Blood this is actually based on (I have never played Castle Blood myself and based this on what others told me). Also due to the mere concept of all-out war, there is bound to be balance issues between civilizations. Only aspects of each civilization which were outrageously powerful were removed or changed. This is more or less simply a response to those who request a “Castle Blood” map for AOE3.

Castle Blood

85 unique view(s)
December 25th, 2006
Posted by pftq

Fort Wars Power Rating

        We’ve finally gotten Elpea’s old Fort Wars ladder working again and made it even better than before!   It counts games and updates ranks automatically just like cuetech and ESO’s power rating.   Like power rating,   Free for All games are not counted.

        As we have two solid game versions of Fort Wars (AOE3 and TWC), the ladder has been split, but it should be fairly simple to figure out.   I’ve also added player statistics page and recent games (from past week).

        Anyways enjoy! Now you can see how good you actually are! :p

        Click Here for Fort Wars Power Rating!

86 unique view(s)
November 25th, 2006
Posted by pftq

987 Visitors

The past day ended with a total of 987 records, beating the old record of:

 732 on Oct-13-2006

        For once, Fort Wars  was released in perfect timing, with the Thanksgiving just being over but still during break, on a friday, and not during evening/midnight when activity is at its lowest. ^_^

         BTW, no the visitor counter does not count bots.   I’ve set it up to ignore those. :p

104 unique view(s)
November 24th, 2006
Posted by pftq

Fort Wars 3.0 Released!



Fort Wars 3.0 fixes a few more problems and adds tons of new features from the expansion, such as warchiefs, the native civs, the new units… Enjoy! :D

- Editted by pftq
- AOE3 TWC 1.01, October 28 2006 to November 24 2006
- Arrow Knights added to level 4
- Techs fixed
- Due to ES’s tech changes, All natives have 100% more base HP than before
- Native Awards and prices adjusted accordingly.
- Medic Special removed and replaced with buyable healers.
- Added Horse Artillery to level 3
- Added Light Cannon to level 3
- Added Gatling Gun to level 2
- Added Petards to replace towers award
- Buyable towers and upgrades removed
- Petards lowered from 225 base hp to 150.
- Hussar moved down with Uhlans.
- Tashunke Prowlers added to level 4, gain 1 pop to balance limit.
- Sioux get speed upgrades every 50 kills and dog soldiers for a merc, but coin decays 1 per second.
- Game starts at Age 1 to avoid extra starting techs.
- Surgeons improved healing (+9x).
- Cetan Bow unit added to level 2.
- Stats fixed according to TWC 1.0
- Stats fixed again according to TWC 1.01
- Aenna added to level 1
- Forest Prowler added to level 3
- Skull Knights added to level 4.
- Jaguar Prowler Knights added to level 3.
- Award added: Pick a warchief to empower your armies.
- Iroquois have buyable Elite Rams as mercs, light cannon and Melee Tomahawks for Reinforcements.
- Reinforcements now come every 3-5 minutes, instead of 5-6.
- Aztec start with an Aztec Warchief and get 5 arrow knights per reinforcement for artillery.   No Los for spawn.   Fusilier merc.
- Sioux Warchiefs get attack aura.
- Sioux get no artillery reinforcements but more mercs.
- Warchiefs have 4x stats of HP.
- Bow Riders added to level 3.
- Musket Riders added to level 3.
- Kanya Horseman added to level 1.
- Puma Spearman added to level 1.
- French gets 1/2 hp upgrade for all cavalry per number of upgrades.
- Mortars cost 25 (again).
- Llamas in Fort Nomad removed.
- Sioux Dogsoldiers get 1.0 more bonus vs infantry.
- Skull Knights receive -100 hp base.
- Improved autogrouping by ES, which causes units to group together and move on their own, has been countered!
- Russian fast-spawn bonus nonexistant in previous versions.   Now fixed.
- Morale removed due to lack of use.
- Iroquois get stronger reinforcements, buyable rams, and hand cavalry have bonus vs buildings.

107 unique view(s)